bluenoise-raytracer/ray_tracing_anyhit/shaders/raytrace.rgen

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "random.glsl"
#include "raycommon.glsl"
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(binding = 0, set = 1) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
int frame;
}
pushC;
const int NBSAMPLES = 10;
void main()
{
// Initialize the random number
uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame);
vec3 hitValues = vec3(0);
for(int smpl = 0; smpl < NBSAMPLES; smpl++)
{
float r1 = rnd(seed);
float r2 = rnd(seed);
// Subpixel jitter: send the ray through a different position inside the pixel
// each time, to provide antialiasing.
vec2 subpixel_jitter = pushC.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
uint rayFlags = gl_RayFlagsNoneEXT;
float tMin = 0.001;
float tMax = 10000.0;
prd.seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame);
traceRayEXT(topLevelAS, // acceleration structure
rayFlags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
0, // missIndex
origin.xyz, // ray origin
tMin, // ray min range
direction.xyz, // ray direction
tMax, // ray max range
0 // payload (location = 0)
);
hitValues += prd.hitValue;
}
prd.hitValue = hitValues / NBSAMPLES;
// Do accumulation over time
if(pushC.frame > 0)
{
float a = 1.0f / float(pushC.frame + 1);
vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f));
}
else
{
// First frame, replace the value in the buffer
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.f));
}
}